/* $Id: feedback.c,v 1.9 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "context.h" #include "enums.h" #include "feedback.h" #include "macros.h" #include "mmath.h" #include "types.h" #include "triangle.h" #endif #define FB_3D 0x01 #define FB_4D 0x02 #define FB_INDEX 0x04 #define FB_COLOR 0x08 #define FB_TEXTURE 0X10 void _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" ); if (ctx->RenderMode==GL_FEEDBACK) { gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); return; } if (size<0) { gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); return; } if (!buffer) { gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); ctx->Feedback.BufferSize = 0; return; } switch (type) { case GL_2D: ctx->Feedback.Mask = 0; ctx->Feedback.Type = type; break; case GL_3D: ctx->Feedback.Mask = FB_3D; ctx->Feedback.Type = type; break; case GL_3D_COLOR: ctx->Feedback.Mask = FB_3D | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX); ctx->Feedback.Type = type; break; case GL_3D_COLOR_TEXTURE: ctx->Feedback.Mask = FB_3D | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX) | FB_TEXTURE; ctx->Feedback.Type = type; break; case GL_4D_COLOR_TEXTURE: ctx->Feedback.Mask = FB_3D | FB_4D | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX) | FB_TEXTURE; ctx->Feedback.Type = type; break; default: ctx->Feedback.Mask = 0; gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); } ctx->Feedback.BufferSize = size; ctx->Feedback.Buffer = buffer; ctx->Feedback.Count = 0; } void _mesa_PassThrough( GLfloat token ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough"); if (ctx->RenderMode==GL_FEEDBACK) { FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); FEEDBACK_TOKEN( ctx, token ); } } /* * Put a vertex into the feedback buffer. */ void gl_feedback_vertex( GLcontext *ctx, const GLfloat win[4], const GLfloat color[4], GLuint index, const GLfloat texcoord[4] ) { FEEDBACK_TOKEN( ctx, win[0] ); FEEDBACK_TOKEN( ctx, win[1] ); if (ctx->Feedback.Mask & FB_3D) { printf("FB %g\n", win[2]); FEEDBACK_TOKEN( ctx, win[2] ); } if (ctx->Feedback.Mask & FB_4D) { FEEDBACK_TOKEN( ctx, win[3] ); } if (ctx->Feedback.Mask & FB_INDEX) { FEEDBACK_TOKEN( ctx, (GLfloat) index ); } if (ctx->Feedback.Mask & FB_COLOR) { FEEDBACK_TOKEN( ctx, color[0] ); FEEDBACK_TOKEN( ctx, color[1] ); FEEDBACK_TOKEN( ctx, color[2] ); FEEDBACK_TOKEN( ctx, color[3] ); } if (ctx->Feedback.Mask & FB_TEXTURE) { FEEDBACK_TOKEN( ctx, texcoord[0] ); FEEDBACK_TOKEN( ctx, texcoord[1] ); FEEDBACK_TOKEN( ctx, texcoord[2] ); FEEDBACK_TOKEN( ctx, texcoord[3] ); } } static void feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv ) { GLfloat win[4]; GLfloat color[4]; GLfloat tc[4]; GLuint texUnit = ctx->Texture.CurrentTransformUnit; const struct vertex_buffer *VB = ctx->VB; GLuint index; win[0] = VB->Win.data[v][0]; win[1] = VB->Win.data[v][1]; win[2] = VB->Win.data[v][2] / ctx->Visual->DepthMaxF; win[3] = 1.0 / VB->Win.data[v][3]; if (ctx->Light.ShadeModel == GL_SMOOTH) pv = v; UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[pv] ); if (VB->TexCoordPtr[texUnit]->size == 4 && VB->TexCoordPtr[texUnit]->data[v][3] != 0.0) { GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3]; tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq; tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq; tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq; tc[3] = VB->TexCoordPtr[texUnit]->data[v][3]; } else { ASSIGN_4V(tc, 0,0,0,1); COPY_SZ_4V(tc, VB->TexCoordPtr[texUnit]->size, VB->TexCoordPtr[texUnit]->data[v]); } if (VB->IndexPtr) index = VB->IndexPtr->data[v]; else index = 0; gl_feedback_vertex( ctx, win, color, index, tc ); } /* * Put triangle in feedback buffer. */ void gl_feedback_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) { FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ feedback_vertex( ctx, v0, pv ); feedback_vertex( ctx, v1, pv ); feedback_vertex( ctx, v2, pv ); } } void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ) { GLenum token = GL_LINE_TOKEN; if (ctx->StippleCounter==0) token = GL_LINE_RESET_TOKEN; FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); feedback_vertex( ctx, v1, pv ); feedback_vertex( ctx, v2, pv ); ctx->StippleCounter++; } void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last ) { const struct vertex_buffer *VB = ctx->VB; GLuint i; for (i=first;i<=last;i++) { if (VB->ClipMask[i]==0) { FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); feedback_vertex( ctx, i, i ); } } } /**********************************************************************/ /* Selection */ /**********************************************************************/ /* * NOTE: this function can't be put in a display list. */ void _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer"); if (ctx->RenderMode==GL_SELECT) { gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); } ctx->Select.Buffer = buffer; ctx->Select.BufferSize = size; ctx->Select.BufferCount = 0; ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = 0.0; } #define WRITE_RECORD( CTX, V ) \ if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \ CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \ } \ CTX->Select.BufferCount++; void gl_update_hitflag( GLcontext *ctx, GLfloat z ) { ctx->Select.HitFlag = GL_TRUE; if (z < ctx->Select.HitMinZ) { ctx->Select.HitMinZ = z; } if (z > ctx->Select.HitMaxZ) { ctx->Select.HitMaxZ = z; } } void gl_select_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { const struct vertex_buffer *VB = ctx->VB; if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) { const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs ); } } void gl_select_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { const struct vertex_buffer *VB = ctx->VB; const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); } void gl_select_points( GLcontext *ctx, GLuint first, GLuint last ) { struct vertex_buffer *VB = ctx->VB; const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; GLuint i; for (i=first;i<=last;i++) { if (VB->ClipMask[i]==0) { gl_update_hitflag( ctx, VB->Win.data[i][2] * zs ); } } } static void write_hit_record( GLcontext *ctx ) { GLuint i; GLuint zmin, zmax, zscale = (~0u); /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */ /* 2^32-1 and round to nearest unsigned integer. */ assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */ zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ); zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ); WRITE_RECORD( ctx, ctx->Select.NameStackDepth ); WRITE_RECORD( ctx, zmin ); WRITE_RECORD( ctx, zmax ); for (i = 0; i < ctx->Select.NameStackDepth; i++) { WRITE_RECORD( ctx, ctx->Select.NameStack[i] ); } ctx->Select.Hits++; ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = -1.0; } void _mesa_InitNames( void ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames"); /* Record the hit before the HitFlag is wiped out again. */ if (ctx->RenderMode == GL_SELECT) { if (ctx->Select.HitFlag) { write_hit_record( ctx ); } } ctx->Select.NameStackDepth = 0; ctx->Select.HitFlag = GL_FALSE; ctx->Select.HitMinZ = 1.0; ctx->Select.HitMaxZ = 0.0; } void _mesa_LoadName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName"); if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.NameStackDepth == 0) { gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); return; } if (ctx->Select.HitFlag) { write_hit_record( ctx ); } if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) { ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name; } else { ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name; } } void _mesa_PushName( GLuint name ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName"); if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.HitFlag) { write_hit_record( ctx ); } if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) { ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; } else { gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); } } void _mesa_PopName( void ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName"); if (ctx->RenderMode != GL_SELECT) { return; } if (ctx->Select.HitFlag) { write_hit_record( ctx ); } if (ctx->Select.NameStackDepth > 0) { ctx->Select.NameStackDepth--; } else { gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); } } /**********************************************************************/ /* Render Mode */ /**********************************************************************/ /* * NOTE: this function can't be put in a display list. */ GLint _mesa_RenderMode( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); GLint result; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode)); ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT); switch (ctx->RenderMode) { case GL_RENDER: result = 0; break; case GL_SELECT: if (ctx->Select.HitFlag) { write_hit_record( ctx ); } if (ctx->Select.BufferCount > ctx->Select.BufferSize) { /* overflow */ #ifdef DEBUG gl_warning(ctx, "Feedback buffer overflow"); #endif result = -1; } else { result = ctx->Select.Hits; } ctx->Select.BufferCount = 0; ctx->Select.Hits = 0; ctx->Select.NameStackDepth = 0; break; case GL_FEEDBACK: if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { /* overflow */ result = -1; } else { result = ctx->Feedback.Count; } ctx->Feedback.Count = 0; break; default: gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } switch (mode) { case GL_RENDER: break; case GL_SELECT: ctx->TriangleCaps |= DD_SELECT; if (ctx->Select.BufferSize==0) { /* haven't called glSelectBuffer yet */ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; case GL_FEEDBACK: ctx->TriangleCaps |= DD_FEEDBACK; if (ctx->Feedback.BufferSize==0) { /* haven't called glFeedbackBuffer yet */ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; default: gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); return 0; } ctx->RenderMode = mode; ctx->NewState |= NEW_ALL; return result; }